AZZIE'S PROFILE
Azzie
1601
Hey I'm Azzie!
I've always been a fan of videogames, especially Nintendo. My goal is to create some weird and wonderful games, experimenting with ideas and creating a polished, complete experience.
I aim to make distinct style of game, with odd characters, but strong mechanics. Games that people can play and recognise as an "Azzie" game.
If you ever play any of my games, and have any thoughts, feel free to give feedback or advice. I'll greatly appreciate feedback and criticism, and always looking to improve.
I've always been a fan of videogames, especially Nintendo. My goal is to create some weird and wonderful games, experimenting with ideas and creating a polished, complete experience.
I aim to make distinct style of game, with odd characters, but strong mechanics. Games that people can play and recognise as an "Azzie" game.
If you ever play any of my games, and have any thoughts, feel free to give feedback or advice. I'll greatly appreciate feedback and criticism, and always looking to improve.
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Lying to Players
author=Red_Nova
So then the question I have to ask is: if the devs fudge numbers to be more fair, why not just display the fudged numbers to the audience? Instead of feeling cheated by missing your 90% chance hit, it feels more fair to me to see the hit rate be at 84$ or whatever the value would be.
I think displaying the true hit value would inevitably lead to some frustration/annoyance that the numbers don't add up.
Fire Emblem is very forward with their stats so if you've got 150 hit and the foes got 70 evasion you can see both on the stat screen and in battle you'd expect to have 80% hit. But if you entered battle/forecast and the game suddenly you've suddenly got 89% during combat instead of 80% it'd just cause confusion.
None of the hit and evasion values displayed to the player would actually add up to the numbers you'd see in battle and it'd leave the player questioning the game's maths.
Whereas if it displays 80% but in practice it's 89%. The games logic displayed to the player is presented consistently way while also being kinder to the player in terms of outcome than the hit rates would suggest. Which is more satisfying.
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Reindeer Story
author=UaMchuDnu
Yes, I am very like the style of the pixel art.
Thanks very much, glad to hear people like the look!
Reindeer Story
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To elaborate further I've been thinking about distinguishing the enemies with
a dark colour and a red outline.
I might use certain designs for harder to dodge enemies. Currently you can outrun them all but I might make some closer to the players speed.
e.g. the Slime would move slow, the mouse like here here would move faster.
Currently I have it so enemies stop pursuing the player if the players jumps up to or falls down to a lower platform. I might put a flying enemy type in as well that ignores the terrain and can trigger a battle while the player is in mid-air.
a dark colour and a red outline.
I might use certain designs for harder to dodge enemies. Currently you can outrun them all but I might make some closer to the players speed.
e.g. the Slime would move slow, the mouse like here here would move faster.
Currently I have it so enemies stop pursuing the player if the players jumps up to or falls down to a lower platform. I might put a flying enemy type in as well that ignores the terrain and can trigger a battle while the player is in mid-air.
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RMN Christmas Card 2020
author=Mirak
Only thing I feel is how dated my dialogue is going to be a year later lel.
Could be worse. Your dialogue could include something that could only possibly make sense if it was still Christmas 2020. :(
What are you thinking about? (game development edition)
author=OzzyTheOne
Oh, that does sound like an interesting idea! And giving the player "priority" targets based on the enemy's move set is always an good thing I'd say. I know that whenever I play a game and a group of enemies has this one enemy that has a nasty attack or can inflict a nasty condition, I usually go for that one first to make the rest of the battle easier.
I think that the the idea of there being enemies inside the box and outside of it can add a healthy ammount of variety.
Yep, that's the equivalent of what I want to do with it.
Plus like you said it adds variety of potential encounter set-up, since it allows battles with enemies just outside the box, battles with enemies just inside or battles with a mix.